/*
 * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/// \addtogroup world
/// @{
/// \file

#ifndef __WEATHER_H
#define __WEATHER_H

#include "SharedDefines.h"
#include "Timer.h"

class Map;
class Player;

#define WEATHER_SEASONS 4
struct WeatherSeasonChances
{
    uint32 rainChance;
    uint32 snowChance;
    uint32 stormChance;
};

struct WeatherData
{
    WeatherSeasonChances data[WEATHER_SEASONS];
    uint32 ScriptId;
};

enum WeatherState : uint32
{
    WEATHER_STATE_FINE              = 0,
    WEATHER_STATE_FOG               = 1,
    WEATHER_STATE_LIGHT_RAIN        = 3,
    WEATHER_STATE_MEDIUM_RAIN       = 4,
    WEATHER_STATE_HEAVY_RAIN        = 5,
    WEATHER_STATE_LIGHT_SNOW        = 6,
    WEATHER_STATE_MEDIUM_SNOW       = 7,
    WEATHER_STATE_HEAVY_SNOW        = 8,
    WEATHER_STATE_LIGHT_SANDSTORM   = 22,
    WEATHER_STATE_MEDIUM_SANDSTORM  = 41,
    WEATHER_STATE_HEAVY_SANDSTORM   = 42,
    WEATHER_STATE_THUNDERS          = 86,
    WEATHER_STATE_BLACKRAIN         = 90,
    WEATHER_STATE_BLACKSNOW         = 106
};

/// Weather for one zone
class Weather
{
public:
    Weather(Map* map, uint32 zone, WeatherData const* weatherChances);
    ~Weather() = default;

    bool Update(uint32 diff);
    bool ReGenerate();
    bool UpdateWeather();

    void SendWeatherUpdateToPlayer(Player* player);
    static void SendFineWeatherUpdateToPlayer(Player* player);
    void SetWeather(WeatherType type, float grade);

    /// For which zone is this weather?
    [[nodiscard]] uint32 GetZone() const { return m_zone; };
    [[nodiscard]] uint32 GetScriptId() const { return m_weatherChances->ScriptId; }

private:
    [[nodiscard]] WeatherState GetWeatherState() const;
    Map* m_map;
    uint32 m_zone;
    WeatherType m_type;
    float m_grade;
    IntervalTimer m_timer;
    WeatherData const* m_weatherChances;
};
#endif
